IT'S COMING DOWNIn any given sprawl, there are a few million people who hate a few million other people in an endless cycle of grudges and hostility. What keeps the peace is that most of the people lack the power to do anything about their anger, so a status quo of simmering tension is maintained. Problem is, if some of the angry parties get their hands on enough power of any kind, those simmering tensions would explode.DeeCee, the UCAS capital, is full of all kinds of power, and enough factions are grabbing for it that the prospect of open fighting or worse is growing. This is especially worrisome since some of the factions have nothing on their mind other that utter destruction. The law firm of Stark, Theissen, and Van Der Mar is making too much money from the status quo to want it to change, and they're about to discover that shadowrunners might be the only thing that can stop advancing secret plots from plunging the sprawl into complete disaster.Toxic Alleys is a complete adventure for use with Shadowrun, Fifth Edition. While it draws on existing plot lines, it stands on its own and can be enjoyed by any team of runners looking for a challenge.Source: Toxic Alleys

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

RELEASE DATE 7-6-18A long time ago in a galaxy far, far away.Although the ancient Jedi Knights were the most notable Force users in the galaxy, they were not the only ones who learned how to use that mysterious power. On the edges of civilization, Mystics sift through the forgotten lore of all Force using traditions in the hopes of discovering the secrets of many powerful figures of legend.Unlock your full potential with Unlimited Power. This supplement expands upon the Force and Destiny Roleplaying Game, adding new content fir Mystics and other characters who desire to understand the mysteries of the Force. Walk the fine line between the light and the darkness as you master your abilities and unleash the true power in the galaxy!This supplemental rulebook includes:expanded character options including motivations, Moralities, species, and specializations.New signature abilities and two new Force powers that allow characters to summon ethereal items, alter the landscape around them, and even animate the dead.New weapons, armour, gear, vehicles, and starships to aid Mystics in their ongoing quest for knowledge, as well as rules for crafting alchemical potions and talismans.Expanded Gm guidance for Force duels and for including dark side Force user Player Characters in campaigns.Source: Unlimited Power A Sourcebook For Mystics

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

A long time ago in a galaxy far, far away.Although the ancient Jedi Knights were the most notable Force users in the galaxy, they were not the only ones who learned how to use that mysterious power. On the edges of civilization, Mystics sift through the forgotten lore of all Force using traditions in the hopes of discovering the secrets of many powerful figures of legend.Unlock your full potential with Unlimited Power. This supplement expands upon the Force and Destiny Roleplaying Game, adding new content fir Mystics and other characters who desire to understand the mysteries of the Force. Walk the fine line between the light and the darkness as you master your abilities and unleash the true power in the galaxy!This supplemental rulebook includes:expanded character options including motivations, Moralities, species, and specializations.New signature abilities and two new Force powers that allow characters to summon ethereal items, alter the landscape around them, and even animate the dead.New weapons, armour, gear, vehicles, and starships to aid Mystics in their ongoing quest for knowledge, as well as rules for crafting alchemical potions and talismans.Expanded Gm guidance for Force duels and for including dark side Force user Player Characters in campaigns.Source: Unlimited Power A Sourcebook For Mystics

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

A long time ago in a galaxy far, far away.Although the ancient Jedi Knights were the most notable Force users in the galaxy, they were not the only ones who learned how to use that mysterious power. On the edges of civilization, Mystics sift through the forgotten lore of all Force using traditions in the hopes of discovering the secrets of many powerful figures of legend.Unlock your full potential with Unlimited Power. This supplement expands upon the Force and Destiny Roleplaying Game, adding new content fir Mystics and other characters who desire to understand the mysteries of the Force. Walk the fine line between the light and the darkness as you master your abilities and unleash the true power in the galaxy!This supplemental rulebook includes:expanded character options including motivations, Moralities, species, and specializations.New signature abilities and two new Force powers that allow characters to summon ethereal items, alter the landscape around them, and even animate the dead.New weapons, armour, gear, vehicles, and starships to aid Mystics in their ongoing quest for knowledge, as well as rules for crafting alchemical potions and talismans.Expanded Gm guidance for Force duels and for including dark side Force user Player Characters in campaigns.Source: Unlimited Power: A Sourcebook For Mystics

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

The Port of Five Fingers AwaitsEnter the city of Five Fingers at your own risk. Though it is a place of vibrant trade and rampant opportunity, it is also a haven for pirates, thieves, and dark cultists. One day you could be socializing with the political elite, and the next day you could be running for your life from enforcers demanding tribute. Five Fingers is an active port city filled with mystery, intrigue, and danger where an adventurer can make his fortune, build a criminal enterprise, or meet a dubious end.Every chapter is narrated by a different personality living in the city, and each narrator provides a unique point of view and expertise. In addition to the six chapters covering city life, industry, crime, history, and politics, there is a chapter specific to gamemasters that shed light on the various plots and rumours throughout the book in addition to providing guidance for running various campaigns in the city.Experience with these pages:A full colour fold-put map of the cityRules applicable to any city campaign such as rooftop chases, neighbourhood ratings, and guidelines for running a gang (or fighting one)Three new prestige classes: the Agent, the Enforcer, and the Malefactor of ThamarAll manner of shops, mercenary companies, gambling halls, gangs, coves, and cults to discover as well as nearly 200 NPCs to meetFive Fingers is a lively location that can serve as the hub of a variety of campaigns including crime, intrigue, and horror themes, and this book is your key to the city. Enjoy our stay.This product is compatible with the 3rd edition and revised 3rd edition rules under the open gaming licence.Source: Five Fingers: Port of Deceit

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

In Great Rift Adventure 1: Islands in the Rift. the Travellers are sent to Amondiage in the Old Islands subsector to pick up a starship. Their mission is to take it to Zuflucht for transfer into Imperial space 'behind the claw' in Deneb or the Trojan Reach. However, the task is not simple; the ship is not sitting on a berthing pad at Amondiage - it is in fact on an entirely different word and not in a flyable condition.Once the Travellers manage to reach the ship they can finally begin their voyage across the Islands subsector. This, too, is not a simple matter. The Islands are prone to tension at the best of times and, at present, worlds in the region are on the brink of war. The Travellers risk being mistaken for spies - and not without cause, for their ship is a imperial intelligence-gathering vessel. The Travellers will need to make a detour to collect a hidden stash of data before transit to Zuflucht, and there are those who want to get their hands on it first.Source: The Great Rift Adventure 1: Islands in the Rift

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

The Last Great Unknown in Charted Space.Only the boldest dare venture into the depths of the Great Rift, crossing the abyss of empty space to find unexplored star systems and forgotten wonders. Deep in the Great Rift lie ancient mysteries, strange alien races and human cultures who have not seen offworld contact in centuries. Portside rumours speak of giant creatures capable of interstellar flight, and of starship wrecks belonging to no known race.From the cold war of the Islands Cluster to the isolation of the Boulderfield, the Great Rift is a pace of varied and insidious danger. A miscalculated jump means a slow death in deep space - yet Travellers are willing to take the risk.What awaits the intrepid voyager who finds an undiscovered star system or deep-space object? What secrets lie within the Great Rift, hidden in the vast emptiness or forgotten by ordinary starfarers? There are great risks here, it is true, but with them comes the chance to be the first people in history to stand on a new world and gaze upon what no-one else has ever seen.Inside this set you will find:BOOK 1: The Great Rift - A traveller's guide to the Great Rift, how to traverse it, and explorations of Corridor sector and the Riftspan Reaches.BOOK 2: Touchstone & Afawahisa - Continue exploring deeper into the Great Rift with Afawahisa and Touchstone sectors.BOOK 3: Reft - The worlds and peoples of the most populated sector of the Great Rift.BOOK 4: Deep Space Exploration Handbook - What is beyond Charted Space in the cold void of the Great Rift? Push further into the night with this guide to deep space phenomena and the spacecraft that traverse it.Plus three giant double-sided posters illustrating the sectors of the Great Rift and the mysterious Phobetor system.Source: The Great Rift Box Set

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

The Stars ar Right!Sandy Petersen's Cthulhu Mythos is the definitive volume of all things Cthulhu for the Pathfinder Roleplaying Game system. Sandy Petersen, the author of the Call of Cthulhu roleplaying game (and first game to feature and extensively explore the Cthulhu Mythos) now presents an updated interpretation of Great Old Ones, monsters, cults and cultists, magic, artifacts and other Cthulhu lore.Inside you'll find over 40 new Mythos monster stat blocks, as well as a separate bestiary of over 60 stat blocks of Mythos monsters reprinted from Pathfinder Roleplaying Game source books. Together with over 100 monsters, this book serves as a one stop source for any Mythos monster encounter for your game!New rules for encountering Great Old Ones, the vast cosmically powerful entities of the Cthulhu Mythos, are presented as well. Cthulhu and his friends are far too powerful to serve as mere encounters with a normal stat block. Instead, this book presents them with an Elder Influence stat block, created to represent beings of enormous power. There are 25 Great Old Ones presented, from Abhoth to Yog-Sothoth, the Opener of the Way!It includes four new playable races: Dreamlands cats, ghouls, gnorri, and zoogs, as well as character options for all. To add flavour to your campaign we designed special insanity rules and included an enormous section on the cults and cultists of the Mythos. There are forty new spells, plenty of magic items, and a new magic system of rituals for cultists to use.This book is the most complete and comprehensive sourcebook for all things Cthulhu. We hope it does not drive you insane!Source: Sandy Petersen's Cthulhu Mythos

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

A NEAR DEATH EXPERIENCEThe undead Corpse Fleet has appeared in orbit above the Gate of Twelve Suns, intent on seizing the ancient alien superweapon called the Steller Degenerator. The heroes are massively outgunned, and their only hope to defeat the Corpse Fleet is by infiltrating the fleet's flagship and taking control of the vessel's bridge. Only then can the heroes pilot the ship on a collision course with the superweapon in a desperate bid to end both threats at once. if successful, the heros can destroy the Steller Degenerator, but they'll need to escape the carnage to live to tell the tale!This volume of Starfinder Adventure Path concludes the Dead Suns Adventure Path and includes:"Empire of Bones", a Starfinder Adventure for 11th-level characters, by Owen K.C. StephensAdvice on how you can continue your campaign past the final encounter and details on the devastation inflicted on the galaxy should the heroes fail, by John Compton.Technological specifications for starships of extraordinary size and power, bu Owen K.C. Stephens.A collection of starships from the dreaded undead navy known as the Corpse Fleet, By Jason Keeley.An Archive of new creatures, including a plethora of undead monstrosities and a crystalline humanoid that can redirect blasts of energy, by Owen K.C. Stephens and Larry Wilhelm.Statistics and deck plans for a massive undead flagship, by Owen K.C. Stephens, plus an introduction to a planet constantly wracked by energy storms, by Larry Wilhelm.Source: Adventure Path 06: Dead Suns (6 of 6) - Empire of Bones

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

Adventure Path 131: War for the Crown (5 of 6) - The Reaper's Right Hand

THE GRACE IN YOUR EYESWhen no one sits upon the Lion Throne, all shall try! As a final act of vengeance, High Strategos Pythareus's agents release evidence that the entire Stavian family line may be illegitimate, and no every noble in Taldor is willing to risk civil war to stake a clam to the crown. Can the PCs discover the remains of the First Epreror's tomb and seek his blessing to prove Eutropia's fitness to rule? And if the spirit of Tador's founder cannot answer their prayers, can they answer his?This volume of Pathfinder Adventure Path continues the war for the Crown Adventure Path and includes:"The Reaper's Right Hand", an extraplaner Pathfinder RPG adventure for 13th-level characters, by John Compton.A gazetteer of the district of Sayashto, an upscale neighbourhood in the infinite city of Axis, by John Compton.A look at Thamir Gixx, the Silent Blade, the wicked halfling god or murderers and assassins, by Jason Keeley.An overview of the major noble lines of Taldor, by Crystal Malersky.Five creatures born to the absolute law of the planar metropolis of Axis, including the high-minded impariut and the cosmic majesty of the edict dragon, by John Compton, Nathan King, and Greg A. Vaughan.Source: Adventure Path 131: War for the Crown (5 of 6) - The Reaper's Right Hand

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ

Spirit Games(Est.1984) - Supplying role playing games, wargames rules, miniatures & scenery, new & traditional board & card games for the last 29 years. Please ring with any queries on 01283 511293 or email salnphil@spiritgames.co.uk, or visit in person at 102 High Street, Burton on Trent, DE14 1LJ